Base Class: Bard
From taverns to noble estates the bard plays instruments, preforms poetry, and expressive exotic dances. However, not every bard plays to the same tune, for some wish to feel the lust of battle and the rising harmonies as booming trumpets sound. You have felt the call to rally your allies, to send forth a righteous tune, and bring victory to the party. No matter where you go, there is always time to play a tune to muster your friends to their feet and stomp to war drums. You change the flow of battle blaring a horn to push the enemy back and claim victory. Or you play harrowing tones to hinder the hearts of men and force retreat in your enemies.
Blaring Horns and Pounding Drums
When you take this college you become proficient in an additional musical instrument of your choosing, medium armor, and martial weapons. While holding a weapon in one hand you can use your instrument with the other hand unless it is a stringed instrument or needing of two hands to perform.
Honor Thy Warrior
Starting at level 3 your inspiring words and songs can turn the tide of a fight. When giving Bardic Inspiration to your ally they can use it to help damage the enemy, by adding the dice roll to the total damage dealt. Or by giving the ally temporary Hp for the duration of your Bardic Inspiration. It must be rolled before the Dungeon Master describes the action.
Rallying Cry
When words cannot be found you instead use music to rally the hearts of men and stand against the odds. In a 30 ft radius centered on yourself you can give a rallying melody that will increase AC by 2, give Temporary HP of +10, and everyone's next attack with have a +5 to damage.
Heed the Devil's Tongue
The horde of enemies rush forward without mercy or care, but you will change their fates as you pull out your instrument. Sending forth a tune that breaks the spirit and drives those who wish to harm back. In a 30ft cone in front of you, any target caught in this cone will need to make a CHA saving throw. If they fail they will be feared, choosing to take the dash action at any chance they get and get as far from you as possible. Until they lose sight of you, cannot hear you, or perform another CHA saving throw and succeed. When an enemy is 10ft in front of you they will be pushed back 15 ft away at the impact of your scarring tune.
War Song
The time has come, your allies are near death and the enemy is gaining the upper hand. There is only one thing you can do, bring those poor warriors back and bring glory to your ancestors. When using this ability you will play a song that will take your full turn to complete. On your next turn as long as you've held concentration, anyone who fell unconscious regains half their HP immediately. If you lose concentration you cannot repeat the song until you've taken a long rest. Once you cast the song you suffer a level of exhaustion.
Harbinger of War
Your power has kept your allies alive, but now it is time to finish the fight. Starting at 14th level you gain the ability to call on a god of war to be at your side as you fight. This Avatar of the god is a CR 7 Shield Guardian flavored by the god you choose. This figure goes on your turn and you can command it at will without any action.
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